Please use this thread to post links to VIDEOGAME environments you've found recently that either inspire you or may inspire others. I'll start with a couple of gem's found @ CGTalk: Both are from Unreal 3. http://forums.cgsociety.org/showthread.php?s=&threadid=789275&utm_medium=plugblock&utm_source=cgtalk…
Hello everyone, This is my first post on polycount, and I'm presenting my giant ant-like game character I'm making. The only thing I'm left to do is add the hair fiber polygons. The character is about 12k-13k polygons (I'm aiming for PS4ish). Of course I'm open to critiques and whatever I can do to push the character…
For the Mari knowledgeable Where can one add a New Shader Module when working in Mari 2.5. Im doing a tutorial from the 1.6 era and im asked to add a "New Shader Module" namely a "Masked Diffuse Blend" where can i found this in Mari 2.5 ? I googled the subject but there ain't too much info around. Anyone knows, thanks ?
Well. I'm not a fan of remade classics. This does look awesome and I'm looking forward to seeing it. But I can tell you right now that it won't be as good as the original......imo. EDIT: You can probably count out any triple breast action as well. It'll be a 12a rated movie...
1. yeah that's exaclty whats happening. I'm using light maps on all foliage. The average resolution is 128 2. the lightmap UV layout is the same as the texture map, with plenty of space between shells. It is only happening on the instances I shrunk, using the inbuilt setting in foliage tool. thanks again
OK puck is strangest one! The head is like one 10th of the wing but has double of texture size. OK we can say that head is seen in portrait and needs a good texture space but wing's texture space is just too low!(128*256) then the tail has again double of wing...
Update 1.6 Finally here for a new update, and I have done a lot of work with materials in UE4 and a few improvements to the Substance Designer textures. The rock material in UE4 uses a directional mask to blend two rock textures together, and I can also paint with vertex colors for the final touches.
the ones I've seen and used in the past were 256-128 per face, you really dont need super high res, a blurred reflection usually looks better, you are never going to really see crisp details. the main thing is the light sources and hues are properly approximated in the map.
hahah I work for a studio that claims a "9 hour work day" they asked me if I was o.k with that at my interveiw and of course I said yes, but in the back of my mind I catogorized it into the same place where "giving 120%" lives. If anyone asks I do it. But no one really does.
INDUSTRY GIANTS 2013: Visual Effects, Animation and Game Forum Presented by A Bunch of Short Guys October 19 and 20, 2013 DALLAS/FORT WORTH: 12th annual Industry Giants will be the biggest year to date as A Bunch of Short Guys have teamed up with Big Design and the International Game Developers Association (IGDA) to have…